The Complete Total War Unit Guide.
1. Shogun: Total War and The Mongol Invasion (also called Shogun:
Warlords Edition)
Shogun and its add-on are the first in the Total War series. It has fewer units
than Medieval but each unit serves a distinct purpose and all of them have a
use. For this guide all stats come from my UK English copy, which has been
patched to 1.02. If you are using a different version these stats will not
apply. All unit sizes are from the troop stats file and are based on the default
size. Speed is shown as marching, running, charging e.g. Yari Ashigaru = Speed 5
(marching), 10 (running), 12 (charging). All units are assumed to be at
honour 0. All unit costs are taken from the custom battle section, the actual
campaign costs are different depending on your selected unit size.
1.1 The Japanese
1.2 Yari Ashigaru
1.3 Arquebusiers
1.4 Musketeers
1.5 Yari Samurai
1.6 Samurai Archers
1.7 No-Dachi
1.8 Warrior Monks
1.9 Naginata
1.10 Yari Cavalry
1.11 Cavalry Archers
1.12 Heavy Cavalry
1.13 Naginata Cavalry
1.14 Kensai
1.15 Battlefield Ninja
1.16 Ashigaru Crossbowmen
1.17 The Mongols
1.18 Mongol Light Cavalry
1.19 Mongol Heavy Cavalry
1.20 Korean Skirmishers
1.21 Korean Spearmen
1.22 Korean Guardsmen
1.23 Thunder Bombers
The Japanese are the main culture in Shogun, they have more units and those units are more varied. Once you learn to use each unit in the best way you will be able to do or counter anything.
1.2 Yari Ashigaru.
Charge 0 Attack -1 Defence -1 Armour 0 Speed 5, 10, 12 Morale -4 Cost 100
Yari ashigaru are the cheapest and simplest troops in your army. They are
slightly more than conscripted peasants; they have been given equipment and a
little training but nothing else. Because they wear light armour they are
reasonably speedy for foot soldiers. This makes them good for flanking
manoeuvres and chasing routers before you can build cavalry. Their speed also
makes them reasonable reserves as they can quickly move to plug the gaps in your
line, but don’t count on them to fight for long if the situation is really
bad. Ashigaru are not samurai so they are upset by any routing troops, samurai
scare the ashigaru even more than other peasants running because the Samurai are
the professionals. This makes using them as reserves risky because when your
army breaks your reserves will often flee with everyone else, sometimes before
they even get near the enemy. Because the ashigaru are armed with spears they
are effective against the weaker cavalry, namely yari cavalry and cavalry
archers (if they can catch them). Sending ashigaru against warrior monks or
heavy cavalry is asking them to die. To use ashigaru most effectively you should
place them in hold formation, this will force them to keep their spear wall and
increase their defence substantially.
Best deployed: In three or more ranks in hold formation.
Ashigaru main uses are: Chasing routers before cavalry appears, bulking out an
early army, providing reserves in the early game, drawing enemy fire to waste
their arrows and flanking in the early game before cavalry becomes available.
1.3 Arquebusiers.
Charge 0 Attack -6 Defence -3 Armour 1 Speed 5, 7.5, 9 Morale -4 Cost 100
Arquebusiers are the first gunpowder troops you get. They are peasants,
just like the yari ashigaru, and suffer the same morale problems. Arquebusiers
melee stats suck; you should never use them in melee if you can avoid it. The
real appeal of this unit is the combination of gunpowder and cheapness.
Cheapness speaks for itself – you can afford to have lots of these units, and
to be honest you should never use guns in anything less than pairs to cover for
each others reload times. The gunpowder requires more explanation. In Shogun
guns have a very short range, they require a long time to reload, won’t fire
in heavy rain or blizzards, fire at a reduced rate in light rain or light snow,
have poor accuracy and fire on a flat trajectory – you can’t arc your shots
over obstacles like you can with a bow. With all these drawbacks why should you
bother? Guns do much more damage than arrows when they hit armour; Samurai
armour is not made to be bullet proof during this period. This means that
gunners are more deadly than archers. The short range required by the weapon
often allows the gunner to take good aim compensating slightly for the accuracy.
When deployed three or more ranks deep the gunners use a revolving fire system
where the front rank shoots before retiring to the rear to reload. This
increases the rate of fire three fold. The final advantage is that gunpowder
causes fear, any unit under fire from guns is much more likely to break and run.
Guns are also highly effective against cavalry; the horse is a nice big target!
When defending deploy several units of guns in the front line of your army, set
them to hold their position and allow them to shoot freely at anything that
comes into range. When the enemy is almost at your line of guns, charge with
your other units to prevent the enemy engaging your guns. The main problem with
arquebusiers is that musketeers are much, much better and they are only a short
hop (and a few koku) away once you can build arquebusiers. When musketeers are
available you should use them instead, they are better in every respect and only
a tiny bit more expensive.
Best deployed: In three ranks on hold position and hold formation.
Arquebusiers main uses are: Forming the front defensive line, scaring units,
shooting down cavalry, providing cheap bangs in your army, killing heavily
armoured troops.
1.4 Musketeers.
Charge 0 Attack -6 Defence -3 Armour 1 Speed 5, 8.4, 10 Morale -4 Cost 250
Musketeers are basically improved arquebusiers, they can do everything better.
They have a longer range, higher accuracy and slightly faster rate of fire.
Everything I said about the uses of Arquebusiers applies to musketeers – use
them in ranks of three, use several units at once, keep them out of the wet,
make sure they have a clear line of sight and order them to hold their position.
Guns are especially good when defending a bridge, just set two units up within
range of the bridge and let them fire away. Gunners have more ammo than archers
and fire at a slower rate; this means that they will rarely use up all their
ammo making them invaluable in long, defensive battles. Guns are less use when
attacking because they cannot fire without a clear line of sight (the AI loves
to park behind obstacles preventing a clear line of sight for your guns) and
they have a short range, which leaves them incredibly vulnerable to dug in
troops and defensive archers. With practise however you can get some use out of
guns on the attack, use careful positioning and try to get them on good ground
to the enemies flanks. With practise you can use musketeers to kill archers,
just put them on loose formation, three ranks deep and make them run up close to
the archers. Then stick them on close and order them to fire. Running up to
another unit before firing can work very well on the attack as long as the unit
doesn’t charge and kill your guns.
Best deployed: In ranks of three, on hold position and hold formation.
Musketeer’s main uses are: Everything the arquebusiers do, but better!
1.5 Yari Samurai.
Charge 0 Attack 0 Defence 2 Armour 2 Speed 5, 8, 9.5 Morale 2 Cost 200
Yari samurai are the backbone of your army. They are the first decent melee
troops you get, the best cavalry killers and good all-round troops who can both
attack and defend. Yari samurai have good armour that will protect them well
against missiles and melee attacks. However yari Samurai are vulnerable to
ranged units because they are so slow, it takes them too long to close with the
ranged units and they take casualties along the way. Cavalry archers in
particular will cause yari Samurai trouble as they can skirmish quickly away
from the spears. As their name suggests yari Samurai use long yari spears. This
makes them effective against cavalry, especially when they are in hold
formation. As long as the cavalry is caught on the front of the formation
(rather than the flanks or rear) yari Samurai should win without problems, if
the yari are flanked then they will have a more difficult time winning. Because
of their armour and the bonus provided when they are on hold formation yari
Samurai are the second best defensive troops. Use them to hold a front line
protecting your archers or to hold a vital point on the battlefield like a
bridgehead. When using the yari Samurai for defensive purposes it is sometimes
better to put them on hold formation and hold position and let the enemy charge
into them – don’t charge them yourself. This will cause the enemy to become
entangled in a long fight allowing you to flank easily with other units. The
yari Samurai’s combination of good armour and good attack makes them a
candidate for leading bridge assaults and castle attacks until the naginata
appear later in the game. Yari Samurai are Samurai (wow! ), this means that they
aren’t bothered by routing peasants and they generally have good morale.
Best deployed: In hold formation with ranks three or more deep.
Yari samurai’s main uses are: Holding your line, sheltering archers and other
important troops, pinning the enemy in place to allow for easy flanking, killing
cavalry, bulking up the army with useful troops, guarding an important spot and
leading assaults early in the game.
1.6 Samurai Archers.
Charge 2 Attack 0 Defence 0 Armour 1 Speed 5, 9.2, 11 Morale 0 Cost 300
Samurai archers are one of the most versatile troops in Shogun. You will be
using them throughout the game; the gunpowder units cannot replace them. Every
army should have some samurai archers, especially early in the game. Samurai
archers are mostly used for the ranged attack they provide. They can shoot with
reasonable accuracy, have a long range and are quite deadly. Because they fire
in an arc the archers can shoot over the heads of men in front (with reduced
accuracy if you are firing over three or more ranks, the archers can’t see
their targets with a lot of men blocking the view) and over hills, which would
obstruct guns. This means that you can deploy your archers behind a protective
screen of infantry or behind a unit of guns to add to the missile barrage.
Archers can shoot up or down slopes with reasonable success so they are useful
when attacking, especially if you can find a hill to place them on thereby
reducing the defenders height advantage. Archers should always be placed on high
ground regardless of whether you are attacking or not, the height gives them a
longer range and increases their damage. As their honour increases Samurai
archers get more accurate, high honour archers are something to fear. The attack
upgrades you can purchase don’t affect the archer’s arrows; instead they
affect the archers’ melee ability. Archers are not outstanding fighters but
they are capable of beating same honour ashigaru without difficulty and they can
beat Yari samurai if they have a slight advantage (numbers, position, fatigue
etc.). Archers should only be sent into the melee when things are desperate,
where possible you should flank with them to improve their damage and impact.
Because they are Samurai the archers have good morale and will not be bothered
by routing peasants. Archers are very useful against most units but they really
shine when you meet warrior monks and no-dachi. These two units are very
powerful in melee combat; they will tear your army apart if you cannot counter
them with monks, no-dachi or heavy cavalry of your own. The best way to kill
these units is to take advantage of their weakness to missiles and shoot them
with archers or guns. Samurai archers loose accuracy and range when it is
raining or snowing. Windy weather also lowers their accuracy. Shooting into or
out of a forest is unwise because many of the arrows will hit the trees and be
wasted.
Best deployed: In ranks two deep (three deep on loose formation) on either
skirmish or hold formation and hold position.
Samurai archer’s main uses are: Providing ranged support, acting as a reserve,
killing warrior monks and no-dachi with their arrows.
1.7 No-dachi.
Charge 8 Attack 5 Defence –2 Armour 1 Speed 5, 10, 12 Morale 8 Cost 300
No-dachi are specialist troops, they have one use and one use only – charging
the enemy and hacking their way through. No-dachi have a high attack and charge
value that allows them to carve their way through most troops with ease. Their
Achilles Heel is their poor defence; it doesn’t take much to kill these
swordsmen. So basically the no-dachi will do but they will die in the process.
To maximise their effectiveness and aid their survival you need to use them
carefully. No-dachi have sky-high morale, this enables them to fight a long way
from the general without problems. Add this to their deadly charge and you have
the makings of the perfect flanker and ambusher. Instead of sending your
no-dachi in a brave but costly charge straight at the enemy you should instead
try to hide them at the edges of your lines and send them around the enemy to
hit from the rear. If you can hide them in forests so much the better, this will
give them an ambush bonus and enable them to hit the rear more effectively. As
mentioned in the archer section no-dachi are vulnerable to missiles, so always
endeavour to keep them sheltered either behind other units or in tree cover.
Best deployed: Always use engage at will to maximise killing power. The wedge
formation is very good for the initial seconds of the charge before ordering the
no-dachi into a close line to bring the unit together for support. no-dachi can
also be used in the close line formation from the get go, place them in ranks
two to three deep.
No-dachi’s main uses are: Flanking, ambushing, leading death or victory
charges against powerful enemies
1.8 Warrior Monks.
Charge 4 Attack 5 Defence 2 Armour 1 Speed 5, 10, 12 Morale 8 Cost 550
To many players this unit is the cream of the crop; it is certainly the best
infantry in Shogun. Warrior monks are deadly, in hand to hand combat they can
beat any other unit; although naginata cavalry and heavy cavalry can pose a
slight problem the monks should win as long as you use them intelligently.
Because the monks carry a portable shrine into battle (you can’t see it but
the morale effects are there) other Buddhist units are afraid of them, Christian
and Pagan units don’t have this fear. No unit is perfect however and the monks
are no exception. They are highly vulnerable to missiles, the cheap peasant
gunners are the most effective monk killers but Samurai archers and cavalry
archers acquit themselves well. The basic rule is when all things are equal the
monks win if they get close to the unit, if they don’t reach it they loose, if
you significantly reduce their number before they reach you things are more even
and you should be able to win with good tactics. Therefore try to do plenty of
damage before the monks reach you or keep them well protected as they advance.
Monks have the same high morale as no-dachi so it takes a lot to make them flee,
in normal combat they generally need to be down to 10% of the original unit and
surrounded before they will break. Remember that these monks think dying in
battle takes them to nirvana; don’t underestimate their staying power! So how
should you use you monks? It’s quite simple; keep them screened to protect
them from missile fire and then when you are close to the enemy charge! Monks
can attack the front of a line with admirable success and fervour while other
units (no-dachi, cavalry, and more monks) flank the enemy to hit them where it
hurts. To kill monks you should shoot them as much as possible, if it comes down
to melee combat send your own monks to meet them. If you have no monks you
should hold the enemy monks in place with some yari samurai, naginata or
ashigaru and flank with no-dachi or cavalry.
Best deployed: Always use engage at will, it sets your monks free to hack
through the enemy individually. The wedge isn’t bad for when your monks are
charging but they work very well in the close line, two or three ranks are
especially effective.
Warrior monks main uses are: Doing most of the killing, supplying reliable
power, killing other powerful units, hitting the enemy with a psychological blow
(remember the enemy Buddhists hate fighting monks! ).
1.9 Naginata.
Charge 2 Attack –1 Defence 8 Armour 6 Speed 5, 8, 8 Morale 4 Cost 425
Naginata are the polar opposite of no-dachi, they are slow, heavily armoured and
none to good at melee fighting. Just like no-dachi they are a specialist unit
made for certain situations and less useful when away from those specialties. As
the stats suggest naginata are not made for killing, they are made for
surviving. The heavy armour and high defence allows naginata to walk into a hail
of arrows (bullets are still somewhat effective against them) with only one or
two casualties. This makes them ideal for leading assault parties on bridges and
in sieges, as they will reach the target in good shape and will be able to hang
on long enough for other units to join them and take over the fight. Naginata
are also perfect for holding an enemy unit in position for a long time while you
flank with other units or destroy another part of the enemy army. If you are
about to be charged by heavy or naginata cavalry then naginata can receive that
charge with fewer casualties than yari Samurai, but the ensuing melee will not
go as well. They can also take a monk or no-dachi charge quite well. Some people
like to use naginata when defending a bridge, when the enemy makes it to their
end of the bridge they send in the naginata to hold them in place while they
continue shooting. Naginata are expensive and their lack of effective melee
power means that they cannot replace yari samurai as the main backbone of your
army; instead you should have a unit or two for use in assaults. Naginata need a
special note on weather – cold weather and rain tire them out very quickly
because of all their armour.
Best deployed: Hold formation increases the already high defensive values of the
naginata and keeps them grouped together. Naginata should try to keep in ranks
of three to four as this enables them to absorb charges without being scattered.
Naginatas main uses are: Leading assault parties, holding a certain position for
a long time, receiving cavalry, no-dachi and monk charges.
1.10 Yari Cavalry.
Charge 15 Attack 1 Defence 2 Armour 3 Speed 8, 24, 28 Morale 4 Cost 475
Yari cavalry are the fastest unit the Japanese get. They are armed with spears
which gives them an advantage over other cavalry types (but generally not enough
of one to beat heavy and naginata cavalry) and a reasonable attack against
archers. Yari cavalry are not made to go toe to toe with most infantry, you
should use them to charge from the rear, kill archers or chase routers only
unless you want them to die en-mass. The speed is the main advantage and weapon
these troops have, use it to chase cavalry archers, threaten the enemy from the
rear and to get your yari cavalry away from trouble. Never use yari cavalry to
charge missile units from the front, always move to the side or rear before
charging, otherwise your cavalry will be killed before they reach the enemy.
Because they are so fast and reasonably expendable (read cheap) yari cavalry are
excellent scouts. If you can’t find the enemy because they are hiding in trees
use yari to scout OUTSIDE the woods, never send them into forested areas because
all cavalry gets massive penalties for fighting in forests.
A tip that works for all types of cavalry: When your cavalry are engaged
in a melee and you want them to stop fighting and move somewhere else try
putting them on hold position and then immediately double clicking where you
want them to go. Because hold position applies to the destination rather than
where they are now they will disengage and move quickly to your chosen spot.
When they arrive take them off hold position and continue your battle plan. This
is much more reliable than double clicking a destination and hoping they will
follow your order and it is safer than ordering them to withdraw (crlt+w) before
ordering a halt when they are safe. Be aware that you will take casualties as
the unit pulls back, but not as many as the other two methods.
Best deployed: Use engage at will. A long line of cavalry in close formation
makes for a devastating charge; try to use them in two ranks.
Yari cavalry’s main uses are: Chasing routers, running down cavalry archers,
killing infantry missile units, scouting.
1.11 Cavalry Archers.
Charge 10 Attack 0 Defence 1 Armour 3 Speed 8, 23, 27 Morale 2 Cost 450
Cavalry archers are something of an acquired taste. On paper they seem
fantastic, in reality they require hours of practise to use effectively. Firstly
the good news, cavalry archers are the second fastest Japanese unit, they can
melee with some effectiveness, they have the same number of arrows as their
infantry counterparts and they are versatile. The bad news is that they have a
shorter range and lower accuracy than infantry archers, they are very vulnerable
to infantry missile units (the horse is a nice, big target), they are the least
effective cavalry in a melee, they aren’t all that effective when left on the
default AI controlled skirmish so you have to control them yourself, and they
are expensive – at 500 koku they cost the same as a unit of warrior monks! So
what can you do? Firstly keep them away from any infantry based missiles; even
guns outrange them when they are at the same height. Secondly you need to keep
them away from trees, cavalry die fast in trees and any arrows the archers fire
are likely to hit the trees and be wasted. Thirdly you need to manage them
yourself, don’t let the AI decide when they should pull back, give the order
yourself. Don’t let them skirmish themselves into a corner or the waiting arms
of an enemy unit. Fourthly you need to practise targeting unprotected enemy
units and drawing them away from the main army by irritating them with your
arrows. When you can do all that then cavalry archers will be quite useful, to
get maximum efficiency out of them you need to learn how to use them in melee
without losing large numbers of men. Basically you must always flank, preferably
attack from the rear. Only attack units that are already engaged or they will
turn around and destroy you. If you don’t smash the enemy of the first charge
you should consider withdrawing (by double clicking some distance away from the
fight) your unit and charging again and again until they do win. You can also
use them to chase down routers.
Best deployed: This one’s tricky, ideally they need to be in two ranks to
maximise accuracy but this is too unwieldy for skirmishing. Three ranks works
well if the unit size is 60-80 men, anything above that and you will need to go
to four, maybe five ranks. Always try to keep close formation as it makes the
unit easier to skirmish.
Cavalry archer’s main uses are: Harassing the enemy, shooting missile
vulnerable units to damage/distract them, acting as a spare melee cavalry.
1.12 Heavy cavalry.
Charge 9 Attack 2 Defence 7 Armour 6 Speed 8, 20, 24 Morale 6 Cost 600
And so we reach the pinnacle of cavalry, the heavy cavalry unit. Before the
Mongol Invasion add-on this was the best of the best, now they are somewhat less
useful but still valuable when compared to naginata cavalry. Why are heavy
cavalry so fantastic? Just take a look at their stats, some of the best in the
game. Heavy cavalry are powerful, well armoured, fast and versatile. This is the
unit your Daimyo has as a personal bodyguard and they cost 600 koku for 60 men!
So what can they do? Almost everything, that’s what. They are well protected
so they can lead an assault on a defended position, they have high morale so
they can operate independently and will keep fighting after taking many losses,
they can kill most units when out in the open: even warrior monks fall beneath
their hooves when the cavalry has a slight advantage (morale, fatigue, honour,
positioning, numbers etc), they have a good attack and charge so they will do
plenty of damage on impact and can keep fighting for some time because they are
hard to kill, And they can chase routers. Of course just because they can do
something doesn’t mean that they should, yari cavalry are better for chasing
routers, naginata are more disposable when leading an assault, naginata cavalry
are better for sheer charge power and missiles are cheaper when killing monks.
What you should do is keep a unit or two of heavy cavalry and send them where
they are needed i.e. to strengthen the line, intercept the enemy flanking
attempt, run down the enemy missiles or what ever else is needed at that moment
in time. When you buy heavy cavalry you are buying flexibility and the abilities
of several units in one. When using heavy cavalry there are several things you
need to keep in mind. Firstly KEEP THEM OUT OF THE TREES!! I have said this with
the other cavalry but it is most important here. Heavy cavalry die incredibly
quickly when in trees, even simple ashigaru have no problem in killing your
expensive investment. If you send heavy cavalry into trees you will only get
bloody chunks of horsemeat back and you will have wasted 600 koku and one
awesome unit. Comprende? Secondly you should never charge missiles head
on, even with their heavy armour the unit will take significant damage. That
horse is just a big target. Thirdly don’t get over confidant, simple yari
samurai will kill your fancy cavalry and yari ashigaru will do a lot of damage
if they meet head on, try to charge from the rear if you really must take on
spears. Fourthly try not to use this unit in the snow, the heavy armour tires
the rider out quickly in the cold air and the horse doesn’t like snow much
either.
Best deployed: Use engage at will to increase the number of men in the melee.
Close formation is a good all rounder; try to use ranks of two to three to
enable most men to engage on the first charge. On some occasions (e.g. charging
at warrior monks) the wedge formation is good, just remember to change back into
the close formation a few seconds after impact.
Heavy cavalry’s main uses are: What ever you need, although they are best for
packing a tide turning punch in a fierce melee or killing other ‘power’
units like monks. Heavy cavalry are the perfect reserves, use them like that and
you’ll grow to love them.
1.13 Naginata Cavalry.
Charge 11 Attack 4 Defence 1 Armour 4 Speed 8, 22, 26 Morale 8 Cost 425
Naginata cavalry are assault cavalry; they are made to kill quickly and
efficiently. They are not made to fight in a long melee, their low defence means
they begin to die quite quickly. Naginata cavalry are also slow for a cavalry
unit, the slowest in the game to be exact, this lack of speed can make it harder
to manoeuvre them to hot spots and flanking requires more organisation (compared
to other cavalry, Naginata cavalry is still faster than infantry when galloping)
to prevent the enemy intercepting your units. This unit seems to have a bonus
against infantry so it is very good at killing them, just don’t expect them to
kill monks without loses. Naginata cavalry are best used like no-dachi - flank
and rear attacks in support of your army. They are wasted on chasing routers and
killing missile troops, although they can do both of these tasks well if you
have no more suitable men left. As with all cavalry keep them out of the woods
and don’t charge missiles head on.
Best deployed: Use engage at will and the wedge to kill many men on impact,
before switching to close formation after a few seconds.
Naginata cavalry’s main uses are: flank attacks, leading death or victory
charges, killing infantry.
1.14 Kensai.
Charge 8 Attack 18 Defence 7 Armour 3 Speed 5, 10.9, 13 Morale 8 Cost 600
The Kensai (sword saint) is unique, no other unit can compare to this
sword-wielding maniac. For starters there is only one (1) man in each unit. This
one man can kill hundreds of other samurai with no problems. He has such high
morale it is nearly impossible to rout him, and he is so tough it is very hard
to kill him in melee combat. The kensai’s only weakness is missiles, so if you
see one headed towards you make him the top priority for your missile units. It
will take many shots to fell this behemoth so don’t give up after a few
volleys. If the kensai is close to your lines you may want to hold him in place
with a sacrificial unit while your archers get busy. If you are using a kensai
you should point him at the most important part of your battle and let him kill
everything. Sending a kensai after the general is a good idea most of the time.
Never send your kensai after missiles; they are too expensive to throw away. The
kensai should be placed in woods if possible; this protects him from missiles
and makes it easier to kill any cavalry that may attack him.
Best deployed: Just stick him on engage at will.
Kensai’s main uses are: Killing generals, holding strategic points (e.g.
bridges, castle gates etc), defending an important unit, leading the
second wave in an assault (after the naginata/yari samurai/heavy cavalry), and
fighting strong units.
1.15 Battlefield Ninja.
Charge 8 Attack 8 Defence 4 Armour 2 Speed 8, 10.9, 13 Morale 10 Cost 600
Battlefield ninja only have 12 men per unit; these twelve men can hide at any
point on the battle map, rather than just in trees like everybody else. They use
a unique missile weapon – ninja throwing stars (aka shuriken). They have a
short range but they are quite dangerous, if you place the ninja on the top of a
hill then the foot of the hill will just be in range. If you can train a unit of
ninja to about 4 or 5 honour they become rather deadly. To train the ninja you
should use them as a rear guard so they can make opportunistic attacks on weak
or routing troops (chase the routers, don’t put them in front). Eventually
they will get enough kills to boost their honour, it doesn’t take many because
of the small unit size. To be sure of getting at least one unit of good ninja
you can train several units at once and combine the units to replace losses
without introducing green troops to the unit. If battlefield ninja are in the
way of routing troops they will be mown over, so keep them out of the way. Ninja
are vulnerable to missiles, so keep them protected. Ninja are not to strong in
melee combat (even simple ashigaru can kill ninja with ease if both units honour
is equal) because they are often vastly outnumbered, instead you should use
their throwing stars to do most damage. If you must use them in a melee try to
make sure they are high honour and flank with them. They can beat a kensai in
single unit combat. Shinano suggests this ‘Usually if I see that my
opponent has battlefield ninja I send a unit of Naginata cavalry after them,
because their running speed is faster than any other infantry unit except
kensai.’
Best deployed: There are only 12 men so the formation doesn’t matter that
much, try putting them on engage at will.
Battlefield ninja’s main uses are: Assassinating generals on the battlefield,
being sneaky, damaging important troops.
1.16 Ashigaru crossbowmen.
Charge 0 Attack –6 Defence –3 Armour 1 Speed 5, 9.2, 11 Morale -5 Cost 100
Ashigaru crossbowmen replace the gun units in the Mongol campaign. They are
pretty similar, they have a slow rate of fire, work best in ranks of three or
more, they need a clear line of sight to fire, they have poor morale and they
can be deadly when used correctly. The only major differences between the
crossbows and the guns is that the crossbows can fire in the rain and falling
snow, with reduced range and accuracy, and that they don’t cause the gunpowder
morale penalty. Otherwise everything I said about guns applies to crossbows.
Best deployed: In ranks of three or more on hold position.
Ashigaru crossbowmen’s main uses are: Forming the front defensive line,
shooting down cavalry, providing cheap bangs in your army, killing heavily
armoured troops.
The Mongols are the second civilisation in Shogun and they play differently to the Japanese. The Mongols get most of their power from their cavalry; their infantry is for support only. The Mongols need to use their speed and mobility to out manoeuvre the Japanese and weaken their position ready for a cavalry charge. They have a couple of unique unit types, namely javelins and thunder bombers. Both of these units are hard to use well, but they are incredibly deadly in practised hands. You really need to practise with the Mongols before you master their new tactics.
1.18 Mongol Light Cavalry.
Charge 11 Attack 2 Defence 2 Armour 4 Speed 8, 24, 28.8 Morale 4 Cost 625
Mongol light cavalry have 48 men per unit with sizes set to default. This is
both a blessing and a curse. The blessing is that it makes this unit of ranged
cavalry much easier to control; the downside is that it reduces their potency
when compared to larger units. Mongol light cavalry is more versatile than the
Japanese cavalry archer, as it possesses a better melee ability. This allows
them to defeat weak troops (samurai archers etc, but definitely not spear
troops) head on and significantly damage and occasionally defeat tougher troops
when they can flank. Mongol light cavalry is also slightly faster than the
Japanese cavalry archers; this makes them even better for skirmishing, chasing,
flanking, and killing routing enemy.
Best deployed: In ranks of two or three in close formation.
Mongol Light Cavalry’s main uses are: Harassing the enemy, shooting missile
vulnerable units to damage/distract them, acting as a spare melee cavalry and
scouting, running down routers.
1.19 Mongol Heavy Cavalry.
Charge 10 Attack 3 Defence 3 Armour 5 Speed 8, 22, 26.4 Morale 8 Cost 800
Mongol heavy cavalry also only have 48 men per unit. They are quite similar to
Naginata cavalry and should be used in a similar manner.
Best deployed: In two to three ranks set to close formation and engage at will.
Mongol Heavy cavalry’s main uses are: flank attacks, leading death or victory
charges, killing infantry.
1.20 Korean Skirmishers.
Charge 0 Attack –1 Defence –1 Armour 5 Speed 5, 8, 10 Morale 0 Cost 450
This is the first of the Mongol ‘oddball’ units. On the surface these guys
are just bad swordsmen, the real beauty of this unit lies in their javelins.
There are 4 javelins per man and they must be thrown at a very short range but
they are deadly. Javelins go straight through armour, they are accurate and they
inflict heavy casualties on the target unit. The first time I successfully used
javelins I killed a quarter of a unit with just one volley! To use javelins
successfully you must take them off skirmish, or they will withdraw before
throwing. Due to their short range you shouldn’t expect them to stand in front
of a charging enemy and expect them to do much before the enemy engages them in
melee combat. The key is to use the skirmishers to flank an engaged unit and
throw from behind, killing the pinned enemy with minimal casualties to your
pinning force. A variation on this is to pin an enemy unit with one of your own
before moving your skirmishes up behind your unit and ordering them to throw
over the heads of the pinning unit. The skirmishers are more likely to receive
accuracy penalties when used like this, so you shouldn’t be surprised if you
lose a few of your men with javelins in their backs. Skirmishers aren’t
particularly good in melee combat but if you charge them into the rear of an
enemy after all their javelins are gone you should get some mileage out of them.
Because of their heavy armour and expendability skirmishers can be useful for
drawing missile fire, just set them to loose and keep them at the edge of the
enemies range.
Best deployed: In ranks three deep set on hold formation. Don’t set them to
skirmish or they will pull back before throwing. If they are entering melee
combat order them to engage at will.
Korean Skirmishers main uses are: Ducking around the enemy lines to cause
massive damage with their javelins, drawing missile fire, killing heavily
armoured and dangerous units while they are pinned by another unit.
1.21 Korean Spearmen.
Charge 0 Attack 0 Defence 1 Armour 2 Speed 5, 9.2, 11 Morale 1 Cost 200
Korean spearmen are quite similar to the Japanese Yari samurai and they play a
similar role on the battlefield, go and read the yari samurai section.
Best deployed: In hold formation with ranks three or more deep.
Korean Spearmen’s main uses are: Holding your line, sheltering archers and
other important troops, pinning the enemy in place to allow for easy flanking,
killing cavalry, bulking up the army with useful troops, guarding an important
spot and leading assaults.
1.22 Korean Guardsmen.
Charge 4 Attack 2 Defence 4 Armour 4 Speed 5, 7.5, 9 Morale 4 Cost 450
Korean guardsmen are the main ‘tough’ infantry for the Mongols. They are
able to lead a charge and defend an area, but they do neither task as well as
the more specialised Japanese. They can fight well in melee but they are not
outstanding, they can hold on when under attack for a while but not forever,
they can kill cavalry but not spectacularly. Use them as a jack-of-all-trades
but keep them well supported by other units.
Best deployed: In ranks of two or more on engage at will. They can charge with
the wedge for extra damage before switching to the close line after a few
seconds. If they are being used to hold a position then you should use three or
more ranks on hold formation and hold position.
Korean Guardsmen’s main uses are: Acting as shock troops, leading an infantry
charge, defending an important area.
1.23 Thunderbombers.
Charge 0 Attack –6 Defence –3 Armour 2 Speed 5, 9.2, 11 Morale 4 Cost 400
This is the second Mongol ‘oddball’ unit. There are only 30 men per unit and
each man has 3 grenades. Their range is even shorter than the Korean skirmishers
and the AI tends to blow your own troops up, so you must carefully micromanage
them. Without sufficient practise you will not do very well with Thunderbombers,
at best you will achieve nothing because they run away, at worst you will blow
up half your army! The key is to keep in mind these simple rules and to practise
extensively. Firstly never leave your bombers on skirmish; they will be gone
before the enemy arrive in range. Secondly don’t let them fire at an enemy
pinned by a unit you want to keep, the bombs are very indiscriminate and you
will kill a lot of your own men. Always use junk troops to pin when working with
grenades. Thirdly accuracy increases dramatically with honour, so place them
with a good general and guard them well. To really get the most out of the
grenades you need to understand how they work, unlike other missiles they
don’t target a person. Instead they explode on the ground creating an
explosion, any man caught up in this explosion will die. Therefore to maximise
the carnage you need to force as many people into the explosions as possible.
That’s where bridges, castles and choke points come in, just order your
bombers to target a unit in this cramped space and everyone in that space will
die. This is amazingly effective on bridges; you can destroy whole units with
just one shot. Sometimes when you are attacking a castle you can move a unit of
Thunderbombers up to the gate and blow everyone in it to kingdom come, other
times the defenders will charge you and you will do no damage. If you want your
thunderbombers to save their ammo or act with restraint set them up in wedge
formation and only the front few men will open fire. When using this formation
you can expect the men at the front of the formation to get bombed by their
comrades so be careful when you use this tactic, only use it when you don’t
mind casualties.
Best deployed: In ranks of two in close formation. Turn skirmish off or they
will run away before throwing.
Thunderbombers main uses are: holding tight spaces, assaulting tight spaces,
destroying expensive/dangerous units with the aid of a junk unit.